Watch Dogs Legion title update 2.40 is out, here are the patch notes
The 2.40 update for Watch Dogs Legion is now out on PC, Xbox, and PlayStation but oddly not on Stadia, that's coming a little later. It includes quality-of-life improvements, ray tracing for those with AMD GPUs with ray tracing capabilities, and the usual raft of bug fixes. Here are the notes:
Global
- We have added the ability to retire Prestige Operatives, which will function like their Permadeath behavior: They will be gone for the remainder of the playthrough. Starting a new game will add the Operatives in that playthrough.
- Fixed the Unequip button in the store not unequipping equipped items.
- Fixed an issue where skipping a cutscene could cause the cutscene to continue to play while the player regained control over their operative.
- Fixed an issue that caused the Welcome Page settings to not correctly reset when choosing the Reset to Default option.
- Fixed an issue that caused clothes to not show up on a character after having saved or loaded the game while wearing an outfit. This fix is going live for Xbox One and PC and will follow shortly for PlayStation 4.
- Fixed an issue that could cause reflections to judder and pop in with Raytracing enabled.
- Fixed incorrectly applying low resolution textures on the Outwear Hoodie item in the "Synthetic Error" clothing pack.
- Fixed an issue that caused the paint from paint grenades and paint guns to not show up when hitting enemies.
Xbox Series X/S
- Fixed an issue causing the game to not properly save progress.
Xbox One
- Fixed an issue that could cause the game to crash while driving.
- Fixed an issue that could cause the game to crash during gameplay.
PC
- Enabled Ray Tracing for Ray Tracing capable AMD GPUs.
- Fixed an issue that could cause the game to crash when using DirectX12.
- Fixed shimmering artifacts behind particle effects when DLSS was enabled.
- Fixed an issue that caused the game to not launch with Korean localization despite selecting Korean localization.
- Fixed an issue that caused double clicking on the Back button in any Tutorial menu to return to the same submenu they attempted to leave.
- Fixed several issues that could cause the game to crash due to a UI bug.
- Fixed missing highlight when hovering over buttons in any Clothing Shops in-game.
- Fixed an issue that could cause the game to crash after interacting with the Walkie Talkie during the Initiation mission.
- Reordered the DLS options to correctly reflect which are available when playing on an NVIDIA GPU.
- Fixed an issue that caused prompts to not correctly reflect a key binding change.
- Fixed an issue that could crash the game when switching from DX12 to DX11, and then back to DX12 again.
- Fixed an issue that could cause a crash when force closing the Ubisoft Connect overlay, while the game is launching.
- Fixed an issue that could cause the game to crash when controlling a drone.
- Fixed an issue that could cause the game to crash during a Spiderbot takedown sequence.
- Fixed an issue that could cause the game to crash if an NPC died.
- Fixed an issue that could cause the game to crash if it was minimized for more than 5 minutes.
- Fixed an issue that prevented Photomode pictures to be locally saved after uploading to the cloud.
- Fixed an issue that prevented players to map Parkour and Aimed fire to the same keybinding.
- Fixed an issue that could cause the game to crash when loading into the Open World or starting a new game.
PlayStation 4
- Fixed an issue that could cause the game to crash when the game was launching.
- Additional memory optimizations to improve game stability.
- Fixed an issue that could cause the error message "Upload failed" to be shown when uploading saves to the cloud while the upload was actually successful.
- Added an additional fix for an issue that could cause the game to crash when quitting to the Main menu.
- Fixed an issue that could cause the game to crash when leaving the game idle for more than 15 minutes.
PlayStation 5
- Fixed an issue that could cause a crash to occur during the HUMAN ERROR mission.
- Fixed very bright reflections to appear during daytime in New Scotland Yard.
Source: Ubisoft
Cyberpith 2077: Amazon fails again, delivers citrus fruit rather than Cyberpunk
At the time of the PS5's launch, numerous Amazon customers found that their deliveries were either being marked as delivered, when no such thing had actually happened, or that their expensive console had been replaced with kitchen items, kitty litter and other random items.
The whole matter has put the reputation of Amazon's delivery network at stake with the allegations suggesting issues that run through Amazon's supply chain, both within their warehouses where items are picked and with their network of delivery drivers. Some people even went so far as to taking their home CCTV footage to the Amazon depot, speaking to the manager, and getting the driver fired by the company. Of course, that's just one driver and there's no official statement to explain what happened or how Amazon will ensure this doesn't happen again…
…it's happened again.
A friend of one the TSA writers got in touch with him to show him his very shiny – and exclusive to Amazon – steel book edition of Cyberpunk 2077.
As you can see, Amazon have delivered a portion of dried citrus fruit, oranges to be specific. They are solely for use as decoration and meant to be used for Christmas wreaths so the poor Cyberpunk-free customer can't even snack on the dried fruit while he waits for Amazon to sort it out the cock up.
We'll flag this one up with the team at the BBC's Watchdog TV show as they are already investigating all the missing PlayStation 5 consoles.
However, our unexpectedly citrus-rich chum may have dodged a bullet if they had ordered the current gen versions of the game as the frame rate is really quite low on PlayStation 4 and Xbox One and there are complaints of game breaking bugs, crashes, and blurry graphics. These are all surprising given that game was made for PS4 and Xbox One, the next gen versions were just meant to add a little polish.
Chronos: Before The Ashes Review
In hindsight, the utterly perplexing announcement trailer for Chronos: Before the Ashes doesn't seem so odd. We first saw a teenage girl vibing to some vintage synthpop, before buckling down to the game on her old-school CRT television set—clearly a child of '80s pop culture. Hypnotised by the frenetic action, she instinctively flinched as her avatar swung a flaming sword at an automaton, the blue-ish glow from the screen cascading into her room as if she's at the entrance of a Stargate. And when her mother called her in for dinner—reminding her to save her game and come down—she wailed in frustration about how busy she is. Of course, this teenager is a capital-G Gamer.
Despite the trailer's bizarre presentation, it's still pretty much in line with the spirit of Before the Ashes. Like the trailer, it tries to appeal to players' nostalgia for the rigours of classic gaming: the silver age when combat was intricate and sacrosanct, and save points were strewn far apart, across the level, to ramp up its difficulty.
In the vein of similar tough-as-nails action RPGs – the game is set one month before Remnant: From the Ashes – there's an emphasis on timing your manoeuvres right and punishing you for any lack of precision. Every attack, dodge and parry have to be exact, else your enemies will keenly exploit the openings to pummel you with impunity. For unwary players struggling with figuring out the cadence of enemy encounters, emerging unscathed from even simple fights can be challenging. A poorly parried move, even against a goblin-esque foot soldier, can open you up to attacks that are difficult to recover from.
At the same time, combat is also pared down to the basics; better weapons, while available, are scarce, and upgrades in the form of dragon shards can be expensive. Even though you can add points to attributes when levelling up—your strength, agility, arcane or vitality—enemies are still adept at lunging at you in new, barbarous ways. In the end, you are mostly reliant on your own abilities and reflexes. Before the Ashes isn't the sort of numbers game that lets you hoard experience points in exchange for slick power-ups.
That's not to say that the game doesn't believe in shaking things up; in fact, it does introduce its own quirks into combat. Clearly the most intriguing aspect of Before the Ashes is how it weaves the concept of aging into the rhythm of its brawls, while revising the notion of death. The thing is, you don't actually die in Before the Ashes; you simply grow older by one year whenever your health bar is depleted, and then respawn from your last saved point. And with every passing decade, you can pick up a new trait, which can vary from a sizable boost in health, to increasing the amount of experience points earned. Become more combat-hardened with the passing of the years, and certain attributes will also cost more to increase.
Take for instance how in the later half of your adulthood, two skill points have to be dedicated to strength and agility, but your arcane capacity can become more potent, more swiftly, since improving your arcane attribute only costs one point. It's a smart gimmick that forces you to contemplate how you approach every coming battle. Bailing out of dicey encounters, such as when getting cornered by multiple foes, becomes a necessary tactic. A quicker witted player should be able to complete the game without ageing too quickly, while a more careless playthrough may see a more disparate experience, with players in the latter bracket leaning more heavily on arcane powers.
Whether you're crunching skulls, propelled by the momentum of your hefty axe, or jabbing Krell flesh with the more lightweight sword, combat often feels graceless and weighty. This isn't necessarily a irksome trait, given that combat is usually pretty balanced and can hardly be considered frustratingly unfair, but this taut line feels like it's being viciously tugged at by the awkward camera position.
In another life, Chronos: Before the Ashes was simply known as Chronos, an exclusively VR experience launched in 2016 where you can control your hero from a fixed camera perspective, as if an onlooker to the action. Before the Ashes instead places the camera behind you, but that means that in some instances during your battles, you will be nudged towards a corner you aren't aware is behind you, giving your foes free reign to clobber you till you're mush. The carrot on the stick in this unwinnable situation, is that finality does come for you quickly enough, at the very least.
Aside from the melee encounters, Before the Ashes also has some perfunctory puzzles, though they usually mostly have you running from one end of the labyrinth to the next. Less can be said about its environments, which are just your typical, dilapidated structures of stone and steel; there's nothing particularly off-putting about them, but there's nothing particularly exciting about them either. You understand instinctively that you've been transported into the remains of a wrecked civilisation on its throes of death.
I would imagine this would seem a lot more impressive in VR in 2016's Chronos, but removed from this perspective, it largely fails to inspire. There's some world-building lore scattered within the fractures of these ruins, and while their discovery can be illuminating, it's also not that invigorating. You digest these tidbits for a period, and then plunge right back into adventuring.
Before the Ashes doesn't seem to want to do more than that, content with its tough hack 'n' slash gameplay and RPG elements. The game is at its best when you're thinking about how best to heave your blunt axe against a mechanical golem, or when you're pulling off that perfectly executed counter attack that knocks the foe back, breaking their defences and giving you ample time to perform a flurry of back-breaking trashing. Even if somewhat formulaic in its fights, Before the Ashes is still deeply gratifying. It almost justifies the teenager's obnoxious behaviour found in its trailer.
Worms Rumble getting free new maps and modes very soon
Since Worms Rumble launched on PC and PlayStation consoles last week, we've been having a blast with Team17's latest entry in the series.
However, one of the issues players have pointed to is a lack of content upon release. Worms Rumble currently has three modes and three maps – just enough to keep its multiplayer mayhem feeling varied. Thankfully there are more on the way.
Team17 have today announced that a new arena will be coming to Worms Rumble, free to all players. Deadly Dockyard wills see the game's wriggly warriors battle it out in a maze of cranes and shipping containers, suitable for solo and team-based modes. This first free map will unlock on December 17th, Team17 also adding new premium skins (a ship captain and shark) as well as emotes and weapon camos based on the classic Worms Armageddon.
The developers have also revealed another major addition to Worms Rumble they're calling "The Lab". This is where they'll be hosting limited-time game modes, the first of which is available from 3PM UK time today, running through until December 12th. The first experimental mode is dubbed Pistols at Dawn, equipping every worm with a hand cannon while also activating one-hit kills.
It sounds like a neat addition to the game and one that leans even more towards the arcade inspiration for Worms Rumble. Those who participate will also get their hands on a golden worm skin. Speaking of skins, Team17 are readying up to celebrate the festive period with a new collection of Christmas themed cosmetics you can find in-game.
The studio recently revealed that Worms Rumble had racked up close to 1.5 million players in launch week. Other statistics include 38.4 million worms killed, 384,577 worms revived, and a whopping 5.17 billion points worth of damage dealt.
- Worms Rumble Guide – 7 essential tips & tricks for winning
- Will Worms Rumble come to Xbox and Nintendo Switch?
In our review of Worms Rumble, Gareth scored the manic multiplayer title a solid 7 out of 10. Here's what he had to say:
Although purists may balk at Worms Rumble, I found Team17's reinvention to be a welcome change in direction for the series. Real-time action wrapped around the battle royale genre works a treat here when combined with the zany, explosive world of Worms, but in order to become a multiple mainstay it needs more depth both in terms of strategy and player progression.
For those with an active PlayStation Plus membership you can access your free copy of Worms Rumble right now.
Source: Press Release
For Honor Gryphon Guide: Moves, Feats, Combos, Tactics
Joining the ranks in For Honor Year 4 Season is a new fighter: Gryphon. This battle-scarred veteran makes a strong addition to the game's existing hero roster while also being a viable choice for both For Honor newcomers and those lapsed fans looking to shake off some rust.
You can read more on Gryphon in our Year 4 Season 4 Mayhem preview, but here's what you need to know. Gryphon is a commander-turned-mercenary who crops up several times during the For Honor singleplayer campaign. He's now part of the Chimera Rebellion against the Order of Horkos though this won't matter to those who aren't really plugged into the game's lore.
What you need to know is that Gryphon is an easy-tier hybrid fighter with great support capabilities. He's got a pretty versatile moveset though you can get away with locking down a few reliable combos before gradually experimenting as you get to grips with this new character.
Is For Honor still worth playing in 2020?
Like most heroes in For Honor, Gryphon has his own unique mechanic. This aged warrior has access to "Veteran moves" which basically means that his chain finishers will be uninterruptible or undodgeable, depending on whether you finish with a heavy or light attack respectively.
So, in order to get the most out of Gryphon you'll want to aim towards triggering Veteran moves. The simplest way of doing this is by landing a three-hit combo though you can substitute those first two hits with a dodge attack, leading straight into a Veteran move/finisher.
Gryphon can also use his shove to begin an attack chain as well as perform the Veteran's Kick – this can worked into a combo after the second hit, booting your opponent backwards and lining them up for devastating finisher.
As a starting point, you should try the following chain: two light attacks in the same direction (the second will always hit if the first is successful), then Veteran's Kick, followed by a light or heavy finisher depending on the situation. Opting for a heavy finisher then feinting before starting the chain over is a great way to apply pressure.
Let's move onto Gryphon's Feats. In For Honor, these abilities can be slotted into a loadout for various active and passive bonuses.
For Honor Gryphon Feats
Feat Name | Type | Slot | Description |
Stern Stare | Active | Slot 1 | Lower an enemy's Attack |
Draconite Mist | Active | Slot 2 | Heal yourself and nearby allies |
Draconite Bolt | Active | Slot 3 | Fire a bolt that deals some damage to an enemy and heals nearby allies |
Draconite Cleanser | Active | Slot 4 | Throw a projectile that deals some damage to enemies upon explosion, then heals you and your nearby allies |
Speed Revive | Passive | Slot 1 | Rapidly revive fallen teammates |
Flesh Wound | Passive | Slot 2 | Gain moderate Damage reduction every 3 seconds |
Tough as Nails | Passive | Slot 3 | Raises max Health when unlocked |
Champion's Aura | Active | Slot 4 | Gain an aura which heals you and nearby allies |
Fast Recovery | Passive | Slot 1 | Stamina regenerates faster |
Winner's Advantage | Passive | Slot 2 | Gain a temporary attack buff after a successful attack |
Fury | Active | Slot 3 | Raise sprint speed slightly, attack and defence greatly |
Arrow Storm | Active | Slot 4 | Aerial Attack that deals medium Damage in multiple areas |
When slotting Feats you need to consider the game mode you're dropping into as well as your own individual playstyle.
Most of Gryphon's best Feats are geared towards team fights and supporting your allies though you can equip a handful of helpful passive bonuses to amp up his raw stats, too.
In team modes, take Speed Revive in your first slot if you're in a squad with strong communication, otherwise take Fast Recovery to help with stamina management. While you're at it, slot each of Gryphon's Draconite Feats as well. Mist, Bolt, and Cleanser all have healing properties that can give you and your nearby allies a small injection of health. However, if you're playing on larger maps in which big team fights are rare then you may want to opt for Gryphon's passive Feats instead.
Ultimately, you'll want to play to Gryphon's strengths as a support class hero though as with every For Honor fighter, no one is locked into a pre-determined combat role.
DIRT 5 PS5 update will fix bugged trophies
DIRT 5 developer, Codemasters, have confirmed that a major 2.0 update is just around the corner for the latest racing game sequel.
Those who have been playing on PS5 will be happy to hear that they addressing the issues surrounding glitched trophies. For some players, certain progress related trophies haven't unlocked even after hitting completing the listed requirements. We have some first-hand experience with this, the gold trophy "Superstardom" still not popping even after reaching level 50 with other trophies being similarly bugged.
Here is what the developers have said in response to the trophy issue.
PS5 #DIRT5 players: Thanks for your feedback on some Trophies not unlocking
This is resolved in the next update, with any Trophies you've previously earned triggering after installing it and progressing in the game.
Keep it here for more news on the next update. Thank you pic.twitter.com/inTbpr9mnE
— DIRT (@dirtgame) December 10, 2020
DIRT 5 update 2.0 doesn't have a confirmed release date just yet. What we do know is that it will also include other fixes and features such as racing wheel support and further optimisations for next-gen consoles.
Beyond that, Codemasters will be adding more Online race events, including some multi-class races. They're also making adjustments to the handling of Sprint cars, and will be tweaking the discoverability in Playgrounds so that you can find the best content quicker.
Codemasters also have some work to do with the graphics settings, and will be adding V-Sync options on PS4. They're also making another pass on the next-gen versions of the game – this will likely be to address the disparity between PS5 and Xbox Series X in 120Hz mode, with Series X seeming to have lower quality visual settings compared to PS5, but having a steadier 120fps as a consequence.
There's no word on if update 2.00 will also feature the revised haptic and trigger feedback for DualSense controller that was promised around the launch of the PS5.
DIRT 5 scooped an impressive 8 out 10 from our resident racing game expert, Thomas. Here's what he had to say:
DIRT 5 strips away the more serious elements of the franchise and puts all its eggs in one, arcade cabinet shaped, basket. At times a riot, in other areas a little repetitive and lacking in finesse, it nevertheless delivers on the concept of an adrenaline-fueled off-road racer. It's a game that makes you sit forward in your seat and savour the joys of jumping a Dakar Rally Peugeot 3008 over a ravine.
We expect patch notes to be available around the time of the update's release.
DIRT 5 is out now for PS5, Xbox Series X|S, PS4, Xbox One and PC.
Source: Twitter (@DIRTGame)
Black Ops Cold War pre season update patch notes confirmed
Treyarch are gearing up for their first season of content for FPS sequel, Call of Duty: Black Ops Cold War. In the days leading up to its December 16th release date, the developers have rolled out updates including bug fixes and quality of life improvements.
This latest patch comes just one day after the last with Treyarch snagging a few issues that managed to slip under their radar.
Black Ops Cold War season one should have been launching this week but Treyarch made the decision to delay it. To make up for this, they are giving players two free item bundles available between now and 7AM GMT on December 16th. During this time, all players will earn double XP and weapon XP.
Call of Duty: Black Ops Cold War December 9th Update Patch Notes
General
- Restored map voting in playlists where it was unintentionally disabled.
Game Modes
- Combined Arms
- Added Miami to Combined Arms map rotation.
Stability
- Fixed a rare crash that could occur when the Field Mic was in use.
- Fixed a rare crash that could occur in Search and Destroy.
ZOMBIES
Stability
- Added general stability fixes.
Die Maschine
- Weapons
- Added Pack-a-Punch camos for the Ray Gun.
- Gameplay
- Addressed an issue where zombies could ignore the player after leaving the Dark Aether during certain side quests.
Onslaught (PS4/PS5)
- Maps
- Added Nuketown '84 back to the Onslaught map list.
GLOBAL
UI
- General
- Addressed an issue where breadcrumbs could appear on locked items.
- Addressed an issue where menu breadcrumbs could return after going to Campaign.
- Addressed an issue where red artifacting could appear under the rewards in the After Action Report.
- Addressed an issue where white placeholder boxes could appear in place of the player's Calling Card and Emblem during player inspection.
- Gunsmith
- The Hunter icon will no longer appear distorted in the Weapon Mastery tab of the Gunsmith for the M79.
For more on Black Ops Cold War, you can read our full review. We also compared it with last year's Modern Warfare – which Call of Duty game do you think came out on top?
Source: Treyarch
I have never ridden a cow backwards, whilst blindfolded, in a storm, but I imagine it would be less cumbersome than the drove-flying controls in ACRO mode of Liftoff: Drone Racing.
Let's reverse a second. For the uninitiated, Liftoff: Drone Racing is quite obviously a drone racing video game for PlayStation 4 and Xbox One, created by the developer of drone simulators for real-life pilot training programs, LuGus Studios. It's fair to say that the team involved know their propellers from their antennas.
This game takes elements from a simulator, focusses more on competitive racing and is garnished with a lurid paint scheme – the aim being an experience that is accessible to drone rookies but still appealing to pro-level pilots.
As an introduction, there are two flight modes, 'Assisted' and the aforementioned 'ACRO', short for acrobatic, with a lengthy tutorial to show you the ropes of each. It takes you through setting off, moving forward and cornering. These take place through a series of set obstacle courses, as you try not to crash into a tree.
For me, things did not start off well. Perhaps it doesn't help that the tutorial isn't very engaging, as all you get are on-screen subtitles from your 'mate' Joshua. A voice-over and an explanation of where you've gone wrong are all absent. I did get there in the end, using the left stick to steer, and the right trigger to accelerate.
Next, you move on to the ACRO tutorial and it's a whole new world. Along with controlling throttle with the left stick, you are now responsible for the pitch, yaw and roll of your drone, mapped across both sticks. It doesn't help that your drone behaves differently to the video, with controller overlays supposedly showing you how it's done. If I let go of the left stick, the drone heads for the sky on its own as if filled with helium, but when the demonstrator does this, it stays perfectly level.
Perseverance is key. Only a drone expert would use ACRO outside of the tutorial and free-roam modes in my opinion.
Onwards to the career, and it's here where you are in frenetic, action-packed, drone races. Right? Er…
I can forgive Liftoff: Drone Racing for being difficult, but it's harder to forgive the lack of agility. Expecting the sharpness of a Red Bull Air Racer, the steering responses can instead be slower than a Rover 200 around an Asda car park. You do acclimatise to this, sometimes turning earlier than you expect for corners or adjusting your altitude in advance, but it's hard to find a rhythm.
The tracks are set across a mixture of fields, golf courses, urban environments and farmyards. There are also day and night racings. Mostly it consists of flying through checkpoint 'gates' over three laps against a field of rival drones. Unfortunately, your competitors are wildly inconsistent. On occasion, I was struggling at the back of the grid, and then the very next race, way out front.
What I found slightly obtuse was the lack of a career structure. Selecting the mode from the home menu just launches you straight into a race. It's only after the event, you can find a menu which shows your upcoming races. It's simply a list of races, one after each other. I know that's essentially what every racing game is, but this game makes no attempt at styling things out.
You can upgrade your drone, using XP attributed to good results, but again, the way this is portrayed is a little befuddling. I like how there are deep set-up options and camera weights, but I also think there needs to be a layer above this better explaining which parts match which circuits.
By far the worst thing about the game is when you make a mistake. Whether you're clipping a tree or going head-first into a hay bale, the game completely freaks out. You don't crash into an object really, you get stuck to it like you're flying a drone made of Velcro. You can reset your craft, but not always. If you can't, then your unpiloted aircraft freaks out for 30 seconds and the race is restarted. You crash, the game can't handle it, reboot.
Alongside career, training and free-roam modes is online multiplayer. There seems to be a large number of options to chose from, but a lack of competitors really stifles the incentive to play. Between a rock and a hard place, a niche title perhaps will never have a large enough audience to draw a vibrant online community. Seemingly the developers are aware of this as you can race against yourself online. Yes, really.
I wanted Liftoff: Drone Racing to be an intriguing curio. The idea is a good one – taking sim-based physics and creating a futuristic racer – and I like that it adds variety to the video game landscape. Sadly, in this current incarnation, it just isn't fun.
Xbox & PlayStation Stores both have sales on for The Game Awards
Both the Xbox Store and PlayStation Store are holding sales for The Game Awards, offering savings of up to 50% off a small range of recent releases, as well as popular and critically acclaimed games.
The Game Awards are being held tonight, starting at midnight, and will include the usual doling out of awards interspersed with probably a few too many game announcements and trailers. Both the Xbox Store and PlayStation Store are holding Game Awards sales through the weekend, concluding on 14th December.
There's plenty of overlap in the games on offer, but quite a few multiplatform games are a sniff cheaper on PlayStation. Meanwhile, Xbox have included a bunch of first party games like Forza Horizon 4 and Gears Tactics in their offers.
Let's dive into the offers on the PlayStation Store. Head here to visit the PlayStation Store in your browser.
- Assassin's Creed Valhalla Ultimate Edition – £79.99 (20% off)
- FIFA 21 Beckham Edition – £31.19 (48% off)
- Destiny 2 Beyond Light – £26.24 (25% off)
- Watch Dogs Legion – £38.99 (35% off)
- GTA V Premium Online Edition – £12.59 (58% off)
- Yakuza Like a Dragon – £43.99 (20% off)
- Marvel's Avengers – £29.99 (50% off)
- Mafia Definitive Edition – £26.24 (25% off)
- Doom Eternal – £18.14 (67% off)
- Doom Eternal: The Ancient Gods – Part One – £12.79 (20% off)
- Tony Hawk's Pro Skater 1 + 2 – £29.99 (25% off)
- Persona 5 Royal – £24.99 (50% off)
- NBA 2K21 (PS4) – £25.19 (58% off)
- Need for Speed Hot Pursuit Remastered – £20.99 (40% off)
- Star Wars Squadrons – £20.99 (40% off)
- UFC 4 – £35.99 (40% off)
- Rainbow Six Siege Deluxe Edition – £7.49 (70% off)
- Resident Evil 2 – £13.99 (60% off)
- Resident Evil 3 – £16.49 (67% off)
- Racoon City Edition – £25.99 (60% off)
- Raji: An Ancient Epic – £13.99 (30% off)
- Monster Hunter World: Iceborn Digital Deluxe – £23.44 (33% off)
- Fall Guys: Ultimate Knockout – £12.79 (20% off)
- NHL 21 – £28.79 (52% off)
- 13 Sentinels Aegis Rim – £33.49 (33% off)
- Batman: Arkham Knight – £10.39 (35% off)
- Devil May Cry 5 – £15.99 (20% off)
- Marvel vs. Capcom: Infinite – Deluxe Edition – £14.99 (70% off)
- Mega Man 11 – £12.49 (50% off)
- Street Fighter V: Champion Edition – £16.24 (35% off)
Note: Where multiple editions are available, we have highlighted the cheapest single option.
And now on to the offers on the Xbox Store. Head here to view the Xbox Store in a browser.
- Destiny 2 Beyond Light – £26.24 (25% off)
- Assassin's Creed Valhalla Ultimate Edition – £82.99 (17% off)
- FIFA 21 Beckham Edition – £32.99 (45% off)
- Ori and the Will of the Wisps – £12.49
- Yakuza Like a Dragon – £43.99 (20% off)
- Tony Hawk's Pro Skater 1 + 2 – £29.99 (25% off)
- Forza Horizon 4 – £15.99 (60% off)
- Madden NFL 21 – £25.99 (45% off)
- Watch Dogs Legion – £38.99 (35% off)
- Tell Me Why – £16.74 (33% off)
- Dirt 5 – £38.49
- Marvel's Avengers – £29.99 (50% off)
- Doom Eternal – £18.14 (67% off)
- Doom Eternal: The Ancient Gods – Part One – £12.79 (20% off)
- A Plague Tale: Innocence – £11.24 (75% off)
- F1 2020 – £27.49 (50% off)
- ARK: Survival Evolved – £8.99 (80% off)
- Batman: Arkham Knight Premium Edition – £11.99 (70% off)
- Borderlands 3 – £19.79 (67% off)
- Carrion – £12.55 (25% off)
- Crash Bandicoot 4: It's About Time – £38.99 (35% off)
- Desperados III – £29.99 (40% off)
- Devil May Cry 5 – £15.99 (20% off)
- Doom – £4.49 (70% off)
- Fade to Silence – £8.24 (67% off)
- Gears Tactics – £27.49 (50% off)
- Hellblade: Senua's Sacrifice – £12.49 (50% off)
- HyperDot – £12.55 (25% off)
- Kentucky Route Zero – £12.59 (40% off)
- Kerbal Space Program Enhanced Edition – £8.19 (75% off)
- Lego Star Wars: The Force Awakens Deluxe Edition – £13.49 (70% off)
- Manifold Garden – £12.55 (25% off)
- Marvel vs. Capcom: Infinite – £8/24 (75% off)
- Mega Man 11 – £12.49 (50% off)
- Monster Hunter World: Iceborn Digital Deluxe – £22.10 (33% off)
- Mortal Shell – £17.49 (30% off)
- Overcooked 2 – £9.99 (50% off)
- Ori and the Blind Forest: Definitive Edition – £3.99 (75% off)
- Resident Evil 2 Deluxe Edition – £14.39 (60% off)
- Racoon City Edition – £36.28 (45% off)
- Resident Evil 7 – £7.99 (50% off)
- Raji: An Ancient Epic – £15.74 (25% off)
- Remnant: From the Ashes – £16.74 (50% off)
- Skyrim Special Edition – £11.99 (60% off)
- Star Wars Squadrons – £20.99 (40% off)
- Streets of Rage 4 – £14.69 (30% off)
- The Last Campfire – £9.59 (20% off)
- The Surge 2 – £11.24 (morning 75% off)
- Through the Darkest of Times – £9.99 (20% off)
- Rainbow Six Siege Deluxe Edition – £7.49 (70% off)
- Torchlight 3 – £16.74 (50% off)
- Tropico 6 – £24.99 (50% off)
- UFC 4 – £38.99 (35% off)
- Wasteland 3 – £36.84 (33% off)
- Wolfenstein II: The New Colossus – £13.99 (60% off)
- Wreckfest – £20.05 (25% off)
- Control (standard edition) – £18.74 (25% off)
Source: PS Store, Xbox Store
Godfall update 2.2.4 lands on PS5 and PC
Godfall developers Counterplay Games have released a new patch for their new-gen looter shooter, available now on PS5 and PC.
You will need to download and install Godfall update 2.2.4 in order to access the game as it requires an online connection, even for solo play.
- Godfall Guide – 15 essential tips & tricks
- Does Godfall have online matchmaking?
- Godfall SHiFT Codes
Update 2.2.4 doesn't add anything new in terms of game features or content. Instead this Godfall patch is aimed at addressing issues flagged by the player community, fixing errors, and improving online stability. Here are the Godfall patch notes in full.
Godfall Update 2.2.4 Patch Notes
General – All Platforms
- Solved an issue where the host of a multiplayer match would incur a blank screen if a player in the party had not yet unlocked the boss encounter.
- Solved an issue in multiplayer when the user browsing a menu during a cutscene would be stuck outside after the cutscene and display the character with placeholder textures.
- Added additional logic around enemy spawn locations to prevent enemies from appearing in inaccessible spots on the map.
- Solved an issue where Objectives would not update properly.
- Solved an issue that could cause ranged enemies in the Tower of Trials to move to attack from melee range instead of the appropriate ranged distance.
- Solved an issue where enemies would lose target tracking of players in the Tower of Trials.
- Solved an issue where simultaneously killing the last set of enemies in the Tower of Trials could cause enemy waves to stop spawning.
- Solved a ray tracing issue in the Air Realm that caused a disproportionate negative impact on framerate.
- Solved a rendering crash that could occur when browsing the personal menus.
- Solved a crash that could occur with an internal spatial significance system miscommunicating with the server.
- Added game server capacity in Singapore, Sydney, and Canadian regions for increased multiplayer stability.
PlayStation 5 Only
- Tuned HDR output settings to reduce overexposure & bloom.
We reviewed Godfall at launch:
It takes a while for Godfall's combat to truly open up and when it does, you'll revel in its beefy ballet of well-timed blows and counters. That said, it's hard to ignore the flimsy scaffolding that keeps this PS5 launch title standing, the lack of matchmaking, and a loot system you'll quickly lose interest in. Although still great fun in short bursts, this isn't the rousing next-gen RPG experience you've been searching for.
Source: Gearbox Forums
Cyberpunk 2077 has serious frame rate issues on PS4 and Xbox One
Well now we know why CD Projekt RED only gave out review codes for the PC version of Cyberpunk 2077, the PS4 and Xbox One versions are not good at all. The frame rate on the standard PS4 version can drop to 20 frames per second and in places, to quote the video below, the Xbox One S version looks like a "Ray Harryhausen movie" as the characters jerk across the screen as if they are stop motion animated. As you can see, the Xbox One S version drops as low as 14 frames per second.
The next gen consoles do much better, the PS5 and Xbox Series X staying very close to 60fps at all times. The game was lead on the current gen so should run fine on PS4 and Xbox One with next gen version adding some extra polish but that's clearly not the case.
Although many will be playing on next gen the majority of sales will be on PS4 and Xbox One so social media is full of very upset people. "Paying $60 for cyberpunk 2077 on my Xbox one was probably a waste of money. It's running like dogsh*t", is one comment, "Cyberpunk on Xbox One is ass. Already finna refund this shit it's laggy as hell," is another.
But hey, who cares, Cyberpunk 2077 has lots of 10/10 reviews pre-launch and is currently settling around 90% on Metacritic, so no one cancelled their pre-orders for the PS4 and Xbox One versions, happy days!
The developer had notably been in mandatory crunch for the last few months, pushing hard to finally complete a game that has been delayed several times. It was even delayed after it had gone 'gold', pushed back from a November release to 10th December.
It seems they should have considered delaying the last gen versions a little longer, and maybe fixed a bug or two.. like this one.
Best #Cyberpunk glitch so far, absolutely flawless 10/10 pic.twitter.com/xzgAH1uHYw
— FISK (@FiskyBizniz) December 9, 2020
Source: YouTube
As poodle-barneted Welsh songbird Bonnie Tyler famously sang, we are all holding out for a hero. Well, I have good news for you, as Battle Hunters contains more heroes than you can shake a stick at. From wizards and warriors to dragon-folk and space marines, this game has the biggest case of identity crisis I've seen in a long while.
Billed as a classic RPG with a tactical real-time combat system, does this over-abundance of heroes – 28 in all – make this the best of all worlds or is it less than the sum of its parts? Without wanting to unduly spoil my conclusion, suffice it to say that it would take more than 28 heroes to save Battle Hunters from dull mediocrity.
Battle Hunters takes a very light approach to narrative and dialogue. There are brief bursts of exposition between whoever is your lead character and NPCs, but these amount to nothing more than "Go here" with the whole process being incredibly linear. There are occasional sidetracks to unlock extra characters but these are rare and limited at best. You begin with a humble soldier, find a mage companion and then your roster swells from there. Every character has 'unique' skills and attacks, but in practice these are just simply variations on melee, ranged, and magic, with almost no real difference.
Battle Hunters has very stylised look, with character designs that have large, oversized heads and approach a cartoon-like aesthetic. While I can appreciate the attempt to produce something distinctive, the end result is pretty basic and unappealing. Every character does at least look different, and there are some interesting enemy designs with influences from various mythologies, although the actual number of different foes is small given the game's length.
Building your team involves either simply talking to new characters or having to run a simple fetch quests for them. Some of these quests can take a long time to complete as the required object is locked away until later in the game, but with everything being so linear there is no real challenge aside from patience. Furthermore, despite the impressive range of character types, very few of the heroes are particularly useful. I ended up working through at least half the game alternating between about 6 characters; indeed I only used this many because of the freemium-style approach to health recovery.
Exploring the world is as rudimentary as the environments are functional. The linear paths to follow are predictable and the actual areas are disappointingly small. There are portals and locked paths but the progression is simply a matter of following each path until you reach a dead end or fight and then rinsing and repeating. This may sound like a distillation of all RPGs, but there's not much meat on the bones of this skeleton. At least there's no random encounters and enemies can be seen in the world, but the amount of grinding you need to do if you want to keep a varied line-up is completely out of place with the non-respawning enemies.
Your team is made up of three heroes, and you have complete freedom to choose from all those that you have unlocked. The usual temptation would be to select a varied team with complementary skills, but it soon becomes clear that the only workable approach is to pack the team with high hp melee fighters, as magic users can too often die in one hit. With no way of reviving heroes in a fight and healing almost entirely relying on the limited supply of items found or bought, there is no reason to take on the risk of your characters not surviving and therefore wasting the XP. Damaged characters heal when out of the team but only earn XP when fighting, so trying to vary the team just results in too many underpowered characters. To put things into perspective, my final team, featuring the only character to have a worthwhile self-healing ability – was many levels higher than the rest.
The lack of balance in the heroes makes having 28 to choose from completely redundant. This is only compounded by the uneven difficulty level that leaves you unable to avoid taking damage in fights. The result is either to switch the heroes out and wait for them to heal or, at best, have two teams in rotation. Neither of these approaches seem to fit with the game's main selling point. There are arenas to grind XP if you could be bothered, but even these are restricted behind timers. As a result, the whole game is held back by the worst aspects of freemium gaming, despite being a paid title.
For Honor's Gryphon Y4S4 update ends the year on a high
With For Honor Year 4 Season 4 ready to storm the battlefield, we got some early hands-on time with Ubisoft's latest content drop for their unique multiplayer fighting game.
The recently announced Y4S4 "Mayhem" caps off 2020 with the arrival of a bold new fighter. Gryphon will be the 29th hero to join the For Honor roster, felling foes with his biting bardiche blade.
Many of For Honor's original line-up were treated as archetypes or classes, but with the number of new heroes having slowed over the past couple of years, Ubisoft have adopted more of a character approach, giving them names and backstories.
Gryphon embodies this shift better than any fighter before him. As Holden Cross, he makes an appearance in For Honor's often overlooked single player campaign as the first boss character you face. However, after the events of the game's story, he's exiled from his order and becomes a mercenary, forging alliances and adopting battle techniques from each of For Honor's warring factions. He's now an anti-hero of sorts, throwing his lot in with the Chimera Rebellion as they clash with the evil Order of Horkos.
Is For Honor still worth playing in 2020?
Lore stuff aside, he's still pretty badass. On top of that, he's easy to learn and a great choice for new players or those returning to For Honor after a hiatus. Gryphon is an easy tier hybrid fighter who slots into the versatile and support fighter classes. Not only is he formidable in duels and team fights, he can also aid his allies with health-boosting abilities.
There are no flashy or overly complex fighting moves to remember when playing as this battle-worn warrior though you'll want to make use of his unique Veteran mechanics. In short, the third attack in each of Gryphon's combos will have an effect with heavy strikes being uninterruptible and light strikes being un-dodgeable. The difficulty with using Gryphon is making sure you're hitting those third attacks in each sequence. Thankfully, you won't have to rely of light and heavy strikes, weaving in dodge ("cleaving") attacks as well as using the old-timer's shove.
Gryphon's moveset is offence focused, aligning with the gameplay shift we've seen in For Honor following 2020's core combat update. Overall, duels are quicker and more dynamic instead of defaulting to two fighters circling one another, waiting to react with a parry or counter.
He isn't the most visually striking character in the For Honor roster though there are some nice quirks to his design. The armour and cosmetics available to Gryphon reflect his time as a wandering mercenary, with outfit options inspired by Knights, Vikings, Samurai, and the Wu Lin. We also noticed that when performing attacks he'll occasionally mimic voice lines from other characters – a small detail For Honor die-hards will love.
Y4S4 Mayhem also introduces a new battle pass crammed with rewards to unlock. Finally, four existing heroes will be entering the Testing Grounds this season, as Ubisoft are making adjustments to the Warden, Peacekeeper, Nobushi, and Shugoki.
We're not sure what Ubisoft have planned for their flagship fighting game in 2021, though they're far from abandoning For Honor. A next-gen version for PS5 and Xbox Series X|S has been confirmed, packing in some serious visual upgrades. Naturally, we'd love to see more maps, modes, and heroes though, admittedly, For Honor's trickle of fresh content has slowed over the years. We'll likely see more character reworks and perhaps another drive to support its fledgling competitive scene. Even so, it continues to be one of the most captivating live games out there and one that can hopefully find a new audience on Sony and Microsoft's new consoles.
Xbox Game Pass cloud game streaming is coming to iOS & PC in Spring 2021
Microsoft have set out what's next for Xbox Game Pass Ultimate's cloud game streaming, announcing that they will be making it available for Windows PC and iOS in Spring 2021.
You might be thinking to yourself, "Wait, how can they do this on iPhone when Apple are great big poopy pants about game streaming apps?" And the answer is that Microsoft will simply skirt past that restriction by letting you play via a web browser. Microsoft have adopted an approach similar to that announced for Amazon Luna's streaming service, which also support iOS via web browser.
On Windows PC, you'll have two options. You'll be able to play either through the Xbox app that's built into Windows 10 or via web browser.
The browser approach on iOS is necessary because, while Google are more than happy to allow apps that stream games from servers, Apple has been very strict about this, their terms and guidelines indicating that every single game on the streaming platform would need to have an iOS app store entry and go through Apple's certification process. This has so far stalled Google Stadia and Xbox Game Pass streaming from appearing on iPhones and iPads, though remote play from a PC or console that you personally own is allowed.
After over a year of limited closed beta testing, Microsoft launched Xbox Game Pass cloud gaming in September for all Game Pass Ultimate subscribers. Since then the service has been available on Android, but this expansion shows Microsoft stepping up to compete more directly against Google Stadia, which is on Android, PCs and TVs via Chromecast dongles, and the emerging Amazon Luna, which is on PC and iOS.
Microsoft will also be broadening access to the service, with Australia, Brazil, Japan and Mexico graduating from the preview stage to the full cloud gaming service in the new year. Technically it's still a beta, though.
The one thing holding Microsoft back will be the quality of the games that they stream. That is to say that the server blades are all based on Xbox One S hardware, limiting the game streams to 720p and 30 frames per second. While Stadia and Luna both tout more powerful servers with 1080p and 4K streaming, Microsoft will have to start rolling out Xbox Series X-based servers before they can compete in terms of visual fidelity.
Source: Xbox
The Legend of Heroes: Trails of Cold Steel IV Review
There is no mercy to be found for newcomers to the story of The Legend of Heroes: Trails of Cold Steel IV. I warned with Trails of Cold Steel III that the story was expanding beyond the events of this sub-series, as characters and lore from other Trails games, many of which aren't available outside of Japan, were working their way in. It's now gone so far that Trails of Cold Steel IV shouldn't be considered the fourth game in the Cold Steel series, but the ninth game in the Trails series.
To be blunt, anyone who has not fully absorbed the hundreds of hours of JRPG action required to be caught up on this story shouldn't bother playing this at all.
Let's just say you're one of the few who have made your way through every Trails game, or more likely that you've played the Trails in the Sky trilogy and maybe read some plot summaries of the Crossbell arc, which is only available in Japanese. However you did it, you somehow managed to experience this ten-year saga of Nihon Falcom storytelling, and now, like an anime series that's hundreds of episodes long or a wrestling rivalry decades in the making, you're ready to experience this grand finale full of payoff for your long, long journey.
Except Trails of Cold Steel IV isn't a finale because a direct sequel just came out in Japan a few months ago. It isn't exactly grand, either. It's whatever the opposite of grand is, really.
Trails of Cold Steel III ended with a wild cliffhanger, and while Cold Steel IV does address that shocking ending, it takes its sweet time getting to it.
The prologue of the game and the hours that follow are a mundane slog full of bloated game system tutorials and slow, trepidatious story developments that don't do much to entice or excite. Eventually, the game picks up, and the first Act is actually a pretty fun time. You've got a concise, core cast of characters making their way through some fun moments, and I honestly would have loved for the entire game to maintain this smaller, tight and focused scope. Unfortunately, once Act 2 and the rest of the game kicks in, Trails of Cold Steel IV is more like a kid with a crate full of action figures pouring them all onto the floor at once, and spending so much time setting them all up nice and pretty that, once they're there, they doesn't actually know what to do with them.
There are so many characters in this game, it would be impressive if the stuff that they said and did were well-coordinated or, hell, well-written. The whole Cold Steel crew is here, a bunch of Crossbell characters are here, your Trails in the Sky cast is hanging around, and there's even a helping of brand new characters.
So many story scenes feature so many characters, and they always need to get their own words in edgewise during pivotal moments. Dramatic cutscenes that should be full of tension end up being a bloated joke as every character in the crew drops a one-liner reaction. For all the effort it takes to get caught up with the series in order to even play this game, you would want to see a thoughtful and well-crafted narrative that rewards your patience and ties up all of these character arcs. Instead, shallow writing, obvious deus ex machina moments, and bloated character interactions make this a mess that hardly feels worthy of the ten-year build up.
The true way to experience and enjoy The Legend of Heroes: Trails of Cold Steel IV, if you must, is to just turn your silly little brain off and let your eyes glaze over during every cutscene and dive into the much more exciting part of the game: the gameplay.
Combat in the Cold Steel series has always been a delight, and while each game tacks on more systems and mechanics, they always end up adding an engaging new layer to gameplay that helps beef up the replayability. Cold Steel IV also does a great job of forcing you out of your comfort zone by regularly tasking you with controlling a different party of characters, or even temporarily assigning you specific parties for certain sections of the game.
Near the middle of this gargantuan RPG, the world opens up and you're able to explore multiple locales, tackle optional bosses and dive deep into upgrading and customizing your massive crew of playable characters. This is where the heart of the game is, in my opinion, and the best part about it is that you don't need to play ten years of RPGs in order to enjoy it.
Final Fantasy XIV 5.4 patch notes list new content and changes
It's the big FF14 update fans have been waiting. Final Fantasy XIV patch 5.4 – titled "Futures Rewritten" – is out now on PC and PS4, beefing up Square's mega-popular MMO with new features and content for players to explore.
Final Fantasy XIV patch 5.4 introduces new story quests as well as additional content in the form of a new raid, dungeon, trials, and much more. These arrive alongside a series of smaller mechanical changes, reworks, and rebalances all of which are detailed in Square's extensive patch notes.
Here's a rundown of all the content being added as part of Futures Rewritten:
- New Main Scenario Quests – With the fate of the First secured, the Scions make their long-awaited return to the Source. But in the new future they now look towards, will that which is written upon the pages of history be an anthem of hope…or a dirge of despair?
- New Raid Dungeon: Eden's Promise – The third chapter of this 8-player raid series continues the story of Ryne and her mysterious counterpart Gaia, who have succeeded in restoring balance to the elements of the Empty. Patch 5.4 brings new challenging battles—including a new boss designed by KINGDOM HEARTS® director and FINAL FANTASY series veteran, Tetsuya Nomura—available in both normal and savage difficulties.
- Chronicles of a New Era – The Sorrow of Werlyt Updates – Players can continue their attempt to thwart the Empire's warmachina development project alongside Gaius after vanquishing the Sapphire Weapon. However, newly unearthed information alludes to another foe lurking in the shadows: The Emerald Weapon.
- New Trial: Castrum Marinum – With the existence of a warmachina code-named "Emerald" confirmed, it falls to Warriors of Light to spearhead a pre-emptive strike before this menace can be unleashed upon the world. Players can challenge Emerald Weapon in both normal and extreme difficulties.
- New Dungeon: Matoya's Relict – Players can explore the former workshop of the Archon Matoya alongside fellow adventurers, or a party of non-player characters using the Trust system.
- New Unreal Trial: The Navel (Unreal) – The next powered-up version of an existing primal, Titan, will be unleashed upon level 80 adventurers in Patch 5.4, providing a new challenge and a chance to earn unique prizes.
- New "Explorer Mode" – This new gameplay mode will allow players to take screenshots as they traverse Shadowbringers dungeons, without the danger of enemies. Players can also summon mounts and minions within dungeons using this mode to further enhance their screenshots.
- Ocean Fishing Updates – Two new fishing routes in the Black Shroud and Dravania regions will be added alongside other updates.
- Performance Action Update – Playable instruments have been expanded to include the violin.
- Triple Triad Updates – The popular card game has received a variety of updates and improvements, including UI updates, eased deckbuilding rules for newcomers, and new tournaments. Additionally, players will now have the ability to create their own custom tournaments for up to 8 players, in which they can customize the game rules.
- Crafter and Gatherer Updates – Adjustments to certain crafter actions and a revamp of the collectable and aetherical reduction systems for gatherers, and more will arrive in Patch 5.4.
- Ishgardian Restoration Update (Patch 5.41) – The fourth and final stage of the Restoration of the Holy See of Ishgard will commence, with players working together to help their World complete the restoration.
- "Save the Queen" Update (Patch 5.45) – The next chapter of "Save the Queen" continues the story penned by renowned game designer Yasumi Matsuno (FINAL FANTASY Tactics, FINAL FANTASY XII). The update will also introduce Delubrum Reginae—new large-scale battle content with both a 24-player normal mode and high-difficulty 48-player savage mode for players to undertake.
- Resistance Weapon Updates (Patch 5.45) – Players who complete the Save the Queen questline in Patch 5.45 will be able to further upgrade their Resistance Weapons an additional two tiers. The second upgrade tier will also allow players to customise certain parameters on the weapon to match their playstyle.
- Blue Mage Update (Patch 5.45) – The limited job will receive a number of new updates, including an increased level cap to 70, new blue magic to learn from enemies, new job-specific equipment, and additions to the Blue Mage Log.
- Skysteel Tool Update (Patch 5.45) – Disciples of the Land and Hand can further upgrade their Skysteel Tools to aid in crafting and gathering.
- Adjustments to PvE and PvP actions, the addition of quick matches to Doman Mahjong, a new treasure hunt dungeon, new UI skins, and more.
Final Fantasy XIV Patch 5.4 will take players into 2021 where they can expect more announcements. Square Enix have confirmed that a showcase for the MMO will take place in February which has led many to believe this in where they'll announce fourth expansion for Final Fantasy XIV.
Source: Press Release
Avengers update 1.17 finally adds Kate Bishop DLC
It's the big Marvel's Avengers update fans have been waiting for. After being pushed back from its original release date, the "Taking Aim" expansion is now live on all available platforms, completely free.
Marvel's Avengers patch 1.17 (officially referred to as version 1.4.0) is ready to download, it's biggest addition to the co-op brawler being a new playable hero: Kate Bishop. For those who don't pay much attention to the Marvel comics or MCU blockbusters, Kate Bishop is the protégé of underrated bow-slinging Avengers, Hawkeye.
Developer Crystal Dynamics have confirmed that you won't need to have finished the Avengers campaign to play as the archer's apprentice. Launch into the game and you'll be met with a pop-up that directs you to the new Kate Bishop content. If you somehow miss this then you can find her missions via the Avengers Initiative menu.
Although naturally adept at long ranged combat, Kate possesses a robust suite of melee and traversal powers too. Here's a taste of what she can do in the hands of Avengers players:
- Tranquilizer Arrow: Quickly switch to the bow and fire an arrow that applies the Snared debuff. While affected by the debuff, enemies have reduced impact resistance, making them easier to interrupt.
- Demolition Blast Arrow: Enabled after any Signature or Power Attack, fire an arrow that attaches to surfaces with a time delayed, proximity explosive that launches targets into the air when detonated.
- Warp Arrow: Fire an arrow that teleports the wielder on impact. Teleporting to the arrow creates a quantum explosion that deals damage to all nearby enemies, launching them into the air. The teleport effect can also be triggered while the arrow is in flight.
- Blade Dancer's Strike: A melee combo move that breaks through enemy defenses, slamming them into the ground and leaving them vulnerable to additional attacks.
- Blink: Teleport towards nearby ledges or poles. Teleporting to a pole will trigger a swing, while teleporting to ledges will trigger a quick vault over or onto nearby ledges.
- Smoke Screen Arrow: Perform an evasive bow attack, firing an arrow that creates a cloud of smoke and inflicts additional Stun damage to enemies inside the smoke
- Decoy: Throw a miniature hologram projector that displays a hologram of the wielder, distracting enemies from attacking actual Heroes. Through an infusion of quantum energy, the projector can create actual Quantum Arrows that it shoots at nearby targets, providing additional offensive support.
Of course, Avengers update 1.17 comes packed with a multitude of fixes and improvements, ironing out issues flagged by the community. Click the tab below to get the full patch notes.
Marvel's Avengers Update 1.17 Patch Notes
New Features
- New Hero: Kate Bishop (No additional cost) – Please see our "Everything You Need To Know About Kate Bishop" blog for more information on how to unlock Kate along with an explanation on her abilities.
- New Operation: Marvel's Avengers Operation: Kate Bishop – Taking Aim (No additional cost).
- Please Note: Hero Operations introduced with Kate Bishop: Taking Aim do not support random matchmaking. However, players can still invite their friends to play the Operation in co-op mode by doing so in an outpost or the Quinjet.
- New Cosmetics: Kate Bishop Challenge Card.
- Ability to enable and disable Takedowns.
- High Contrast Mode: Available in the settings menu!
Reassemble Campaign & Avengers Initiative
- Fixed a rare issue where the cinematic would freeze during the transition from Hulk to Captain America on The Light that Failed.
- Fixed an issue where some missions would sometimes point to multiple regions on the War Table.
- Fixed an issue where Alisande Morales would be missing from Substation Zero.
- Fixed an issue where Kamala Khan would fall during the Hulk chase sequence in The Road Back.
- Fixed an issue where during the game finale, companions would not attempt to revive a fallen Captain America.
- Fixed an issue where companions were left behind after players loaded into the match against Taskmaster.
- Fixed an issue that would cause companions to get locked behind doors.
- The second wave of drones now properly enters the room in House Call.
- Fixed an issue where Captain America would not speak in end cinematic of Global Presence.
- Mistaken Identity – Morales now plays correct VO when returning to outpost.
- Fixed a rare issue on Finding Olympia where Hulk jumps up and stands above Abomination, preventing him from fighting Abomination, and blocking progress.
- Fixed an issue where switching Profile from the Main Menu to an account without a save prevents a new Campaign from progressing through A-Day.
- Fixed an issue where the user could crash upon repeatedly selecting faction missions.
- Fixed a rare issue where some users could not interact with their War Table.
- Fixed an issue where Hulk as a companion would sometimes be missing when in a Warzone.
- Fixed multiple instances of characters becoming stuck in the terrain.
- Fixed multiple instances of players, companions and NPCs going out of world.
- Addressed various crash and black screen issues.
Art & Animations
- Fixed Thor's "Unworthy outfit" incorrectly featuring his long hair.
Multiplayer & Matchmaking
- Fixed an issue where in Tachyon Rift: Along Came a Spider, the mission failed for remaining players if the host would change after completing the first objective.
- Fixed an issue where the Tachyon Rift timer sometimes reappeared in the Quinjet.
- Fixed an issue in Rocket's Red Glare where Kamala's hits on yellow targets before entering the elevator didn't always register.
- Fixed an issue where the Tachyon: Breakout mission showed more than one region pinpointed on the War Table.
- Fixed an issue where issues would arise with AI companions in elevators when the host would change.
- Fixed a rare issue that would result in a prolonged black screen following a mission's completion.
- Fixed an issue where players are sometimes facing the wrong direction upon checkpoint reload.
- Fixed a rare multiplayer issue where after reloading a checkpoint, previously opened/smashed doors would appear closed.
- Fixed an issue where a former host is unable to matchmake again with a Strike Team they just left if the Strike Team was formed via invites/joining.
- Player matchmaking no longer breaks for group members when the host player closes the game after failing a mission.
- Multiplayer stability improvements.
User Interface
- MODOK codex entry now properly unlocks when players defeat him.
- Codex "Manhattan Evacuation Zone" can now be acquired when completing Mayhem Over Manhattan.
- Fixed an issue where icons to smash walls/doors would sometimes not show up.
- Fixed various High Contrast Mode UI issues.
- Removed the ability to ping while in flight to avoid erroneous marker placements.
- Marketplace items in the locked section let you purchase them from that screen without having to go to the marketplace.
- Updated the visual messaging of the act of upgrading and dismantling an item to help reduce mistakes and broadcast what action is happening.
- Stronger visual messaging about the Operation mission icons on the war table and in UI elements (its pulses).
- Various text and subtitle fixes.
- Fixed various language and localization text/issues.
Gear, Challenge, & Rewards
- Fixed a crash that would occur when swapping gear at the War Table.
- Fixed issue where loot rewards were inconsistent with required Power Level required for the mission.
- Threat Sector loot tables have better rewards at higher Power Level.
- Hives give more focused rewards and can include named sets of Epic Gear.
- Minor adjustments to existing challenge completion amounts.
It's fair to say that Marvel's Avengers hasn't made as huge of an impact as publisher Square Enix were hoping for. A huge amount of money has been lost though they're confident future updates and the addition of more missions and characters will help it succeed in the long run. It's a live service game, after all.
Source: Marvel's Avengers
Insomniac Games have released another update for Spider-Man: Miles Morales, bringing the game up to version 1.007.001. While we're waiting for official patch notes to appear, one change has already been noticed with a new graphics mode to choose in the game settings: Performance RT.
In addition to Fidelity, which feature ray tracing visuals at 30fps, and Performance, which ditches the ray tracing and uses temporal upscaling from below 4K to give 60fps gaming instead, there's now a Performance RT.
Update: Here's the exceptionally short and to the point patch notes:
New Features
- Added new Performance RT option to Graphics Mode
The description in-game reads:
This is an alternate version of the 60 frames per second "Performance" mode, adding ray-tracing by adjusting the scene resolution, reflection quality, and pedestrian density.
You can find the graphics mode setting after selecting a save slot from the main menu, or under Settings from the pause menu, though switching modes will force you restart from a checkpoint.
It sounds like Insomniac have been able to balance the various graphical fidelity options to offer this additional option. We'll have to wait and see what the actual resolution now drops to, and it will certainly be lower than that found in the regular Performance mode – early reports suggest it's running at 1080p – but temporal upscaling techniques have come a long, long way in the last few years. Meanwhile, the cost of the computationally expensive ray tracing of the Fidelity mode can be reduced in many ways, such as through rendering reflections at lower resolutions, reducing the number of rays used for them, reducing the areas in which ray tracing is used.
Reducing pedestrian density will also help with that, when pedestrians and street traffic are included in Miles Morales' comprehensive reflections – dipping into the game quickly to check out the new settings, you can definitely tell that the volume of pedestrians has been reduced by at least 50%.
All in all, it's a great addition for the game and one that hopefully gives the best of both worlds. It's definitely true that 60fps gameplay feels much slicker than 30fps for a game like Spider-Man, filled as it is with fast web-swinging and fluid combat, but once you've got used to New York with accurate ray tracing, it's almost difficult to go back to the game rendered without. Now you can have both!
There's no word on a similar update for Spider-Man: Remastered, but we'll keep an eye out to see if Insomniac add a Performance RT mode to that game as well.
We gave Spider-Man: Miles Morales 8/10 in our review. "Spider-Man: Miles Morales feels like more of a sequel than it is a stopgap, entangling players within its web of cleverly refined mechanics while delivering some familiar web-slinging thrills," said Jim. "A heroic technical showcase for PS5 owners picking up their consoles on day one, this meaty side story in the Spider-Man saga has us even more excited than before to see what Insomniac Games have planned next."
You can read the full review here.
Spider-Man: Miles Morales Guides & more from TheSixthAxis
- Spider-Man: Miles Morales PS5 review
- Spider- Man: Miles Morales – 10 essential tips and tricks
- Spider-Man: Miles Morales ending and sequel rumours
- Spider-Man: Miles Morales New Game+ mode explained
- How to unlock Into the Spider-Verse Suit in Spider-Man: Miles Morales
- Spider-Man: Miles Morales – best Skills and how to unlock them
- Spider-Man: Miles Morales – all Suits, Mods, and how to unlock them
- Spider-Man: Miles Morales Gadget upgrade guide
- Spider-Man: Miles Morales Photo Mode guide
Source: my PS5!
Gears 5: Hivebusters campaign expansion launches next week, and it's in Game Pass Ultimate
The Hivebusters DLC campaign expansion for Gears 5 will launch next week on 15th December, adding a 3 hour side story that features the three heroes of Gears 5's co-op Escape mode.
The expansion will be available for $19.99 separately, as part of a $59.99 GOTY bundle with the base game or, in a kind of first for the subscription service, for no added cost as part of Xbox Game Pass Ultimate (not regular Game Pass).
The expansion follows Lahni, Keegan and Mac (AKA Scorpio Squad) as they go on a suicide mission to destroy a Swarm hive that might just save the planet of Sera as well. It's a three hour campaign set on the volcanic islands of Galangi, with lava flows and sandy beaches adding a rather different setting to usual. It's all based on the Gears of War: Hivebusters comics by Kurtis Wiebe, who returned to write this story.
The characters each have their Ultimate Abilities from Escape Mode, which have been folded into a campaign for the first time, and there's support for up to three player co-op, both in local split screen or online.
16 new achievements will be added for 210 Gamerscore:
Name | Description | Gamerscore |
Designation: Scorpio | Unlock during the DLC Campaign | 5 |
Out of the Frying Pan | Unlock during the DLC Campaign | 5 |
New Island, New Mission | Unlock during the DLC Campaign | 5 |
A Breath of Fresh Air | Unlock during the DLC Campaign | 5 |
The Spirit Walk | Unlock during the DLC Campaign | 5 |
Face the Creature | Unlock during the DLC Campaign | 5 |
The Awakening | Activate Keegan, Lahni and Mac's Abilities in the Hivebuster Campaign Expansion | 5 |
Electroblade | Kill 50 enemies using Lahni's Electroblade Ability as Lahni in the Hivebuster Campaign Expansion | 5 |
Ready to Frontline | Kill 50 enemies as Mac through your Barrier Ability in the Hivebuster Campaign Expansion | 5 |
Supplies for the Effort | As Keegan, activate Resupply ability 25 times in the Hivebuster Campaign Expansion | 5 |
Enter Hivebusters | Complete all Chapters of the Hivebusters DLC (any difficulty) | 5 |
Rite of passage | Complete all Chapters of the Hivebusters DLC on Insane | 15 |
Renewed, not consumed | Find all Character Ability upgrades in the Hivebusters DLC | 5 |
Operation: Ride the Snatcher | Complete the Hivebusters DLC in 3-Player Co-Op (Scorpio squad, dupes not allowed) | 10 |
Searching for answers | Collect all Campaign Collectibles in the Hivebusters DLC | 5 |
Class Act | Reach level five on any one Assault, one Tank and one Support | 5 |
The Centaur Set | Max out each of the Anchor, Gunner, Pilot, Veteran, Brawler classes | 10 |
A Gear of many talents | Complete a Versus match in each of Regency, River, Nexus, Clocktower, and Gridlock | 5 |
All of this will be built on the foundations of Gears 5, which was updated over the last couple of months to have dedicated support for Xbox Series X|S. This saw the campaign frame rate bumped up to 60fps on the new consoles, an option for 120fps multiplayer on supported screens, and The Coalition going back into the game to layer on new and higher quality visual effects.
This was then followed a week later by a "relaunch" of the game's multiplayer, throwing five new and returning maps into the rotation and launching Operation 5: Hollow Storm.
Source: Xbox
Worms Rumble launch stats revealed as player count approaches 1.5 million
Having launched last week on December 1st, Worms Rumble has clocked close to one and a half million players developer Team17 have confirmed.
Following the game's release, the British studio have posted some interesting stats for their latest entry in the Worms series. They note that Worms Rumble has gathered more than 1.48 million players with close to a quarter of a million matches played.
#WormsRumble Launch Week Stats!
1.48 million unique players
ðŠĶ38.4 million Worms killed
232,547 matches played
5.17 billion damage points dealt
384,577 Worms revivedThank you to everyone for making this an incredible launch week! pic.twitter.com/spMn2JCCMx
— Worms (@WormsTeam17) December 8, 2020
Other statistics include 38.4 million worms deaths (R.I.P), 384,577 worms revived, and a whopping 5.17 billion points worth of damage dealt.
- Worms Rumble Guide – 7 essential tips & tricks for winning
- Will Worms Rumble come to Xbox and Nintendo Switch?
In our review of Worms Rumble, Gareth scored the manic multiplayer title a solid 7 out of 10. Here's what he had to say:
Although purists may balk at Worms Rumble, I found Team17's reinvention to be a welcome change in direction for the series. Real-time action wrapped around the battle royale genre works a treat here when combined with the zany, explosive world of Worms, but in order to become a multiple mainstay it needs more depth both in terms of strategy and player progression.
Worms Rumble is currently available via PC on Steam as well as PlayStation 4 and PlayStation 5 with online crossplay enabled between all three platforms. Anyone with an active PlayStation Plus subscription can grab a free copy of the game throughout December. Worms Rumble is one of three games you can redeem in December via PS+ alongside Just Cause 4 and Rocket Arena.
So far we've been having great fun with Worms Rumble and the way it twists the series' tactical 2D formula into an explosive multiplayer shooter.
Source: Twitter (@WormsTeam17)
Insurgency: Sandstorm gets new map and weapons in free Cold Blood update
Tactical first person shooter, Insurgency: Sandstorm, has a meaty new update to close out the year. Operations Cold Blood is free to all players, adding a bundle of new content alongside a fresh selection of cosmetic DLC.
Headlining Insurgency: Sandstorm's latest Operation we have "Bab", a winter map that will have security and insurgent forces clash in a maze of mountain paths and alleyways that comprise this new mountainside battleground.
The Marksman class has been expanded with more weapon choices and attachments. Speaking of attachments, the update adds a new feature allowing players to toggle scopes and sights attached to their guns, making them more adaptable.
Here's the official breakdown of what to expect from Insurgency's new content drop via developer New World Interactive:
Cold Blood introduces 'Bab' – a brand new winter map. Bab is set in a snowy mountain village built around an ancient citadel. It's perfect for snipers with long sightlines and an open layout. Tight alleyways and indoor combat mark the areas between them. Bab is a brand new and unique layout, offering players something really different to get stuck into.
On the gun side, the Marksman class now has two new high caliber semi-automatic battle rifles to play with. The M110 SASS on Security, and for Insurgents, an older Army issue and WWII classic, the M1 Garand. As with everything in Sandstorm, they come with a wide selection of attachments and scopes to let every player customise how they wish.
Earlier this year, Insurgency: Sandstorm was expanded via the Operation Nightfall update. This included a new map and weapons as well as night vision equipment and premium skins.
As Insurgency continues to grow, those first person shooter fans on PlayStation and Xbox have been waiting patiently for updates on a console release date. Missing their August 2020 launch, Insurgency: Sandstorm has been delayed on PS4 and Xbox One, though hopefully we'll have more news on this soon.
Source: Press Release
Forza Horizon 4 update adds Super7 mode for community created content
Playground Games have dropped a surprisingly big update for Forza Horizon 4, adding the Super7 mode that gives players the building blocks to create bombastic challenges for others to play. It greatly expands on the Route Creator that was added to the game shortly after launch.
As a player, Super7 will dip into a growing library of community-created challenges, giving you a string of seven to take on, and giving you a reward if you manage to beat all of them in a row. These rewards include the 1924 Austin Seven and 1979 Triumph TR7 Roadster.
These are all Challenge Cards that have been created by players, and mix up races with skill-based challenges to take on. The creator simply sets a target score or goal, and can then share that custom challenge with a friend or the wider Horizon playerbase. You'll encounter the challenges in Freeroam or as part of Super7 itself.
However, this goes further than Playground Games have gone before, as Super7 seems to take a leaf out of GTA Online's book. The Blueprint Builder lets you tailor the game world to your needs, placing stunts, structures and scenery in your challenge. These can float in the sky, so you can really let your imagination run wild with the possibilities, before tuning the season, weather, time of day and music to set the mood. If you thought the rolling, swooping tracks of the Hot Wheels DLC for Forza Horizon 3 was wild, brace yourself for what Super7 allows players to do.
Forza Horizon 4 came out in 2018 to plenty of critical acclaim for its arcade racing and its adaptation of the British landscape. In our review, Dom said, "Beautiful, British and bold, Forza Horizon 4 sets a new benchmark for open-world arcade racing."
Since then the game has received plenty of updates, as well as two major expansions, heading to Fortune Island and then on to the rather awesome Lego Speed Champions DLC, before getting a Battle Royale-style Eliminator mode. Already a showcase on Xbox One X and PC, it was the perfect candidate for Microsoft to revisit and update for Xbox Series X as well, giving straight up 60fps performance without having to settle for a performance mode (though the outsourced port does make some visual cutbacks to get there).
It's great to see continued support and experimentation within this game, potentially laying the foundations for what's to come in Forza Horizon 5 and beyond.
Source: Xbox
Dauntless Reforged is a huge game changer for this F2P favourite
Dauntless was already having a great year in 2020. Having only just rebuilt the game's social hub, Ramsgate, in the summer summer, developers Phoenix Labs broke the news that their monster hunting online RPG would undergo an extensive top-to-bottom overhaul.
Available now on all major platforms (including PS5 and Xbox Series X|S via backwards compatibility) Dauntless Reforged is the biggest, most ambitious update in the game's history. Not only does it significantly shake up player and gear progression, it completely strips out those individual hunts that have been its bread and butter for years now.
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Dauntless 2020 Review
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Dauntless tips: 10 tips & tricks for newcomers
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What is the Dauntless Hunt Pass? Is the Elite Pass worth it?
For those new to Dauntless and any lapsed Slayers out there, hunting monsters (or Behemoths) would involve queuing for specific "Patrols" or "Pursuits", transporting you and up to three other players to a map where you'd square off against your foe before beaming back to Ramsgate.
Now we have something much better: the Hunting Grounds. These are bigger biomes where multiple Behemoths roam in their own sections of the map amongst smaller creatures and collectable resources that you might forage for. Each session can now house up to six players in total, whether teaming with friends or rolling with randoms.
Once you've touched down you're free to explore, investigating the '?' icons on your compass to find Behemoths, each Hunting Ground also having its own selection of world events that will often draw Slayers together for big reward drops.
Phoenix Labs have done an impressive job in completely changing the way players interact with Dauntless's huge spread of content, making everything easier to access without compromising its action-heavy core. "Stay and Slay" is the motto behind this core pillar of the redesign and it sticks.
This is also thanks to the way they've moved the goalposts when it comes to player progression. At first it may all look pretty confusing, especially if you've spent some time away from Dauntless. The Reforged update charts your feats and milestones via the Slayer's Path, a character development screen that isn't too far removed from being a skill tree. Here you can spend resources to unlock permanent bonuses and stat increases for your Slayer though they'll only unlock as you gradually progress, complete quests, and fulfil bounties.
The way gear works has also been rerolled. In truth, I wasn't too hot on these changes to begin with, as Weapons are treated more like classes now, each one having 20 levels to power through as you slay Behemoths and earn experience. What's new here is that you can exchange athersparks (a new form of currency) to Reforge a weapon. This is somewhat similar to how Call of Duty's "Prestige" system works. You'll revert back to level zero with your attack and defence powers dropping accordingly, but doing so will reward you with an aetherheart. Take this to the forge and you can supercharge any weapon or piece of armour to permanently boost its raw stats.
The idea here is that Slayers will work their way from the lower level Hunting Grounds to those at the top tier, Reforging, and then beginning the cycle anew. It also means that you aren't stuck fighting the same cluster of endgame enemies, though the time it takes to raise a weapon's skill level and then Reforge a piece of gear is far from a breeze.
Phoenix Labs have taken a bold leap with Dauntless Reforged, breaking their flagship game down and rearranging the peices into a mosaic that is without doubt more intuitive and engaging, even if returning players may find it somewhat… daunting. It's mad to think you can still enjoy everything this game has to offer for free, without spending a penny. Dauntless is a true champion of the free-to-play genre.
PS5 and Xbox Series X players experiencing screen tearing in Destiny 2 there's a fix, details here
Suffice to say the launch of the next-gen versions of Destiny 2: Beyond light were a little rocky with network issues and a ridiculously complicated way of getting hold of the PS5 version of the game. Once players had managed to log in there were many reports of a very nasty screen tear issue on both Xbox Series X|S and PlayStation 5. Thankfully there is an easy fix:
Console players experiencing screen tearing and performance issues can use the following workaround: •Within Destiny 2, go to Settings > Video and choose "Reset to Default".
Bungie have also tweeted that some next-gen players who are buying Beyond Light for the first time on PS5 or Xbox Series X|S are finding that despite forking out the cash, they don't have access to the expansion. As usual Bungie say they are "investigating the issue" and we should all stay tuned for when it's fixed.
There's also yet another issue for PS4 players, "Due to a recent fix for PS4 friends lists, PS4 players will be unable to view their online friends in their Roster until December 14 when the issue will be resolved in a hotfix," say Bungie. "As a workaround, players can use their PS4 Friends List from their PS4 home screen or Quick Menu."
They do specifically say this is a PS4 issue when I logged in on PS5 last night I had my friends but the clan list was completely empty, and as most of my Destiny chums are in the TSA clan there seems to be an issue there as well.
Last night both PlayStation and Xbox players we're reporting Weasel error codes which are related to network issues, Bungie were, once again, "investigating" but never confirmed the issue has been fixed. Players do see to be able to log in to the game at the moment so hopefully the Weasel error has been fixed.
Source: Twitter
New PS5 System Software includes a DualSense firmware update
Sony have dropped a new system software update for the PlayStation 5, bumping it up to version 20.02-02.30, but this is more involved than just a standard "more stability" update, as it also includes an update for the DualSense controller's firmware. Whatever could this do?
System Software Update 20.02-02.30 is 868.1MB in size, as all PlayStation 5 updates seem to be, and if you do bother to check the update notes, you'll find a standard nondescript single line patch note:
- This system update improves system performance
Sticking with the classics, I see.
Update: Sony have given an actually useful set of update notes on their support site:
Version 20.02-02.30.00
- This system software update improves system performance.
- Resolved an issue where data transfers and downloads were cancelled when trying to download content while a data transfer from a PS4 is in progress.
- Some issues that were causing errors during text input in some PS4 games have been resolved.
- The connection stability has been improved for some Wi-Fi routers.
What that doesn't tell you is that the update will also target the DualSense controller. Once the console has gone through the update process, the next time you turn on a DualSense controller you will be prompted to update its software. This requires you to connect the controller via USB, though it's not forced and you can skip the update to do it later.
The update screen reads:
A new version of the wireless controller device software is available.
Your console won't need to restart for this update.
Connect your controller using the USB cable and then select [Update Now]
The DualSense firmware update takes roughly 15-20 seconds to process, after which your DualSense will be… more stable, or something? Sony don't say what the update does, but they'll surely be rounding out some rough edges with the controller's performance as opposed to enabling some remarkable secret new feature.
While not related to the DualSense or this update, we have seen some odd connectivity issues crop up recently, most notably with Call of Duty: Black Ops Cold War having a connection bug that would turn off your DualShock 4 controller during the third mission of the campaign. Even with seven years experience with the PlayStation 4, new and unusual bugs are always capable of sneaking up on developers and users.
Source: My PS5
JBL Quantum 800 Gaming Headset Review
It's wonderful to see the push of new technology into the gaming space. Iteration and evolution go hand in hand across every aspect of our hobby, and while new consoles or GPUs and CPUs dominate the headlines, you can find that same push throughout the gaming sphere. The JBL Quantum 800 is a perfect example of that impetus, as a gaming headset that packs in pretty much every modern convenience you could possibly want. The question then becomes whether or not all of those aspects come together to make the Quantum 800 an era-defining peripheral, or an unfocussed mess. I'll give you a hint: it's the first one.
The JBL Quantum 800 is an over-ear headset, capable of connecting to pretty much anything ever designed to have audio come out of it. You've got a USB-A 2.4Ghz wireless dongle that works across PC, PS4, PS5, Switch and Mac, while its 3.5mm connection mops up everything else from Xbox Series X through to Google's Stadia. If that's not quite enough, it also has Bluetooth 5.0 meaning you can hook them up to your phone as well. The JBL Quantum 800 wants to be your only headset, and its connectivity means it might just manage it.
It certainly looks like a modern gaming headset, having been forged from a mixture of all-black matte and gloss plastics, with some highlights provided by its exposed black and orange wiring. Comfort is provided by leatherette-covered memory foam beneath the headband and across the thick earpads.
They sit towards the upper end of the spectrum with their weight, jumping the neck-bracing heft of the Astro A50s and carrying more than Steelseries' Arctis range. The comfort options are so good though that I certainly didn't have any problems wearing them for many hours of gaming, watching and listening, but you won't forget you're wearing them.
Since they pack in every modern convenience a headset "needs", that also includes RGB lighting.The Quantum 800 features a glowing JBL logo on each earpiece, as well as a further ring of the colourful stuff around it. Much as we've come to expect you can do all sorts of things with them, from pulsating to following the pace of whatever you're listening to.
Of course, there's also the welcome option to turn them off. If you do so you'll get around the full 14 hours of battery life that JBL promises, while the lights will drain things a good bit quicker. I still didn't find I had to reach for the charger very often during the weeks, even if I had with them lit up like an ear-based festive spruce.
I'd normally jump onto the controls at this point and mop up the remaining visual elements, but I really need to talk about how good the Quantum 800 sounds. Certified for Hi-Res Audio, the 50mm drivers are capable of bringing every element of games, music or movies to life in a way that only the very best headsets do. There's a pleasing roundness to the bass, while top end details literally sing out through the mix. I cannot fault the audio output this headset is capable of, and I'm excessively demanding these days when it comes to headphones.
The JBL QuantumEngine software lets you dig even deeper into the 800's capabilities, and it comes with DTS Headphone X v2.0 alongside JBL's own virtual surround sound option. DTS is the clear winner here, adding depth and spacing to just the right degree to stretch your listening experience to a 360-degree field. Besides all of the surround sound shenanigans you'll find EQ settings and access to some of the 800's other features including active noise cancellation. I wasn't lying when I said this thing did everything.
Now, the noise cancellation isn't as accomplished as you'll find from Bose or Sony's top-end headphones, and it's limited to either wireless or Bluetooth connections meaning that if you're wired the old-fashioned way you're going to miss out. With no signal pumped through it certainly doesn't have that same other-worldly feel of cutting you off from one of your senses.
ANC also bumps the bass elements up to help mask the outside world, which isn't exactly what we've come to expect from the technology. That said, it's a welcome addition that will mean there's even less chance of hearing that it's time to stop playing games because it's time for tea, or that your wife is threatening to leave you because you don't listen to her. Please note, this is not autobiographical.
The Quantum 800 puts plenty of control at your fingertips, with each earcup housing a set of controls. The right-hand side features the power switch, as well as the Bluetooth toggle for pairing. The left meanwhile hosts a pair of dials, one for the volume and one for the game/chat mix, as well as a button to activate the ANC and a mic-muting button. The last one is slightly redundant since the mic sits at the end of a flip-up mic arm, and mutes itself when you flip it up, but if you're the sort that wants to see their mic and know it's off, well, the option's there.
The mic does a great job as well, coming in with Discord, Teamspeak and Skype certification. Other than the easily-lost furry mic shield, it's exactly what you need when you're heading online to chat to friends and enemies alike.
The Quantum 800 are undoubtedly a premium headset – you can tell that the moment you take them out of the box – but their £179.99 price-point is surprisingly realistic given what you're getting. They boast far more connection options than the Astro A50 and have an audio response akin to the Steelseries Arctis Pro, while undercutting both by at least £100.
Halo Infinite's new launch window set for Fall 2021
343 Industries have opened up about Halo Infinite and its delayed launch, revealing that the game now has a launch window of Fall 2021. That's effectively a year-long delay from the original intended launch alongside the Xbox Series X|S on 10th November.
The update was given by Joseph Staten, one of the figures from Bungie and the Halo franchise early years who returned to the studio earlier this year around the time. He's indelibly linked to the series as the voice of the Grunts.
He writes:
I joined 343i right as the team was wrestling with feedback from the July campaign demo. This discussion boiled down to one fundamental truth: we needed more time to do things right. That included pushing hard in the Fall, giving the team time to recharge over the Holidays, and then coming back in January to finish the game at a healthy pace.
Because Halo Infinite in the Fall of 2021… is just the beginning of the adventure.
It is, of course, a huge delay for what was meant to be a tentpole launch title, and leaves gamers wondering what Microsoft can offer in terms of first party exclusives through the start of 2021 to stack up against Sony's plans for PlayStaiton 5, but importantly, this sounds like the right way of doing things.
Instead of forcing the developers to roll from one extended period of crunch to another, Staten clearly explains that they were "pushing hard" over the last few months, which could be read to mean crunch or simply hard work, and that they will now take a regular break over the holiday period to then continue development at "a healthy pace."
Good.
Further good news is that the campaign is already ready to complete. Staten says:
My first week on the job, I played the entire Infinite campaign. Twice. I was, in a word, stunned—in the best possible way—by what the team had done. Infinite is, by far, the most expansive and vertical Halo world, ever. Why did the team do this? Because they understand that wonder and freedom are key to the Halo experience. […]
It encapsulates all the excitement and curiosity and joy I felt on my first journey through Zeta Halo, the most mysterious, dangerous, and possibility-rich place in the entire Halo universe. Everywhere I looked, I saw choices.
You'll obviously excuse a little bias on his part, but it's an encouraging sign that it can be completed, and that the year ahead will be spent fleshing out that vision, crafting the extensive multiplayer options and ensuring that it looks as good as it possibly can on all platforms.
Source: Halo Waypoint
Cyberpunk 2077 has been getting plaudits left, right and centre from reviewers (on PC), but Game Informer Associate Editor Liana Ruppert has highlighted a very serious issue for those with photosensitive epilepsy. UK charity Epilepsy Action has now called for developer CD Projekt Red to issue an update for the game as a matter of public safety.
UPDATE 19:30 GMT: CDPR have now responded. "We're working on adding a separate warning in the game, aside from the one that exists in the EULA," they say. "Regarding a more permanent solution, Dev team is currently exploring that and will be implementing it as soon as possible."
The original article continues…
While many games feature disclaimers and warnings when they load up, highlighting that they may contain flashing imagery, Cyberpunk 2077 seems to be a game that could be especially triggering for epileptics. It's something to bear in mind when playing, but also something that game streamers need to be aware of.
On a base level, the game's visuals and cyberpunk vision of the future are heavily influenced by visual glitches. The character Johnny Silverhand is often surrounded by a blue flickering glitch effect, the game's menus and computer interface features red glitching animations (which are a particular trigger), and there are plenty of clubs and bars that feature strobing and flashing lights.
Ruppert explains that these moments can be managed through the use of TV and computer monitor colour adjustments, but one particular effect cannot: the Braindance.
This gameplay mechanic sees V given a headset that allows them to step into recorded memories of other. The in-game headset covers the view and then rapidly flashes white and red LEDs. This is an effect that neurologists use in real life to trigger seizures, and seems to have been mimicked for the game. It is a direct trigger that actually caught Ruppert unaware and caused her to have a seizure while playing the game to assist in Game Informer's review. That's furthered by Braindances then featuring a lot of overlapping, glitchy effects that, as explained above, can be triggering in their own right.
As of now, CD Projekt Red have not responded about the issue, but the charity Epilepsy Action has called for an update to the game. CDPR could do a lot to lessen the glitchiness of the visual effects through the user interface, but the most important point would be to remove the flashing LED effects when entering a Braindance.
In a press release, Louise Cousins, Epilepsy Action's director of external affairs, said:
We are alarmed and saddened that a game reviewer had a seizure triggered by Cyperpunk 2077, before it was even launched. The game features rapidly blinking lights and other animations that could cause seizures in people with photosensitive epilepsy. These features are unsafe and should have been avoided to make the game more accessible. With huge demand and excitement building for its release, it may pose a serious risk to people with photosensitive epilepsy. The developers CD Projekt RED should consider how they can update the game to make it safer. A disclaimer warning at the beginning isn't enough.
87 people are diagnosed with epilepsy every day, and their first seizure can often come out of nowhere. Many people living with epilepsy can strive for many years to gain seizure control and it is devastating to have a breakthrough seizure. Seizures can cause injury and impact on things like driving, employment and education. In the worst cases, they can be fatal. For further information, visit https://www.epilepsy.org.uk/info/photosensitive-epilepsy.
Hopefully CDPR will be able to respond and react to this issue in the coming days. Cyberpunk 2077 is out on 10th December for PS4, Xbox One, PC and Stadia, with support for PS5 and Xbox Series X|S via backward compatibility.
Source: Game Informer, press release
Destiny 2 suffering from Weasel network errors and disconnects as the next-gen versions go live
UPDATE: Bungie have not said anything about this being fixed but the game seems to be working now.
Original story below…
Stop me if you've heard this one before, but it seems like a launch for Destiny 2 is not going smoothly. Earlier this evening the PlayStation 5 and Xbox Series X|S versions of the game went live but you really had to mess around to get the PS5 version. Those who did manage to get everything installed happily logged on.. and then got kicked off.
The servers seem to be having problems and many people are reporting the Weasel error code, which is related to network issues. The issue is occurring on both PlayStation and Xbox and both Reddit and Twitter are full of people reporting the error code.
"We are currently investigating various error codes related to connection issues. These issues may be causing Destiny 2 characters to not appear through the API. Stay tuned for updates," tweeted Bungie.
That's not the only issue, "Due to a recent fix for PS4 friends lists, PS4 players will be unable to view their online friends in their Roster until December 14th when the issue will be resolved in a hotfix," add Bungie, "As a workaround, players can use their PS4 Friends List from their PS4 home screen or Quick Menu."
There also seems to be a fun bug with the trophies as spotted by TSA Destiny Clan member Posem who can claim the world record for the fastest PS5 Platinum trophy ever. As you can see from the picture below he got it by starting the game and earned it in less than five seconds.
If you are having trouble getting hold of the PlayStation 5 version of the game then you're not alone, Sony's awful store system has got a lot of people confused. Click this link for full details on how to get the upgrade.
We will keep an eye on the servers and let you know when things are back online.
When it comes down to it, Unto The End is a game about patience. Yes, there are fights and there's an overarching theme of exploration as you guide a man home after he got lost while hunting, but patience is the key. Your character may be armed with a sword, but one wrong block or swing and things are over, so anyone who goes in swinging mindlessly will be punished. Unto The End is not an easy game, but it is only as hard as you make it for yourself.
Setting off from his home at the base of a mountain to hunt food for his family, it soon becomes a trek for survival after he falls through a crevice in the woods and down into a cave system, a system that is far from uninhabited. In this world humans are not the only creatures with a society, as Woads living in the caves and mountain range. These Woads are not particularly welcoming to your arrival, and you will have to fight in order to survive and make it home.
At the beginning of the game, 2 Ton studios tell players that Unto The End is not like other fighting experiences, and that you have to be aware of everything. That includes the fact that in battle a strong enough hit can make your drop your sword leaving you defenceless, that even after a battle your character can bleed to death if any wounds are not tended too with supplies, which you can easily run out of. While that is quite significant difference, the core fighting is quite similar to other games in that you need to be aware of your opponent's attacks, and how to counter them.
The fighting itself is quite simple. One button does a low attack while another a high attack, you block using the analogue stick, and you can shoulder charge enemies to knock them down and get some hits in. Even though it is simple to learn you will likely die a lot.
Within the cave system and the mountain range there are different enemy types. Some will come up close with their own swords to fight, others will stand back and throw rocks or spears at you. There are also some boss like characters who can be much tougher to beat and can take you down in one or two hits.
Most fights will only involve one or two enemies but keeping an eye on each one and learning when to strike is key. It's not numbers that will overwhelm you here, but rather that they do not have set pattern attacks. You must learn how they will strike depending on their poses. Even then in some cases you need to be quick to change how you are blocking, or duck and roll away from danger. As you get used to the system some fights will feel easier, but the game is never without challenge for long. Some fights can be frustrating but the game does have an assist setting you can activate that slows enemy attacks down so you have more time to work out what to do.
You can avoid some fights entirely, not by running and hiding, but by offering up supplies to enemies as you get close to them. Do this successfully and you can move on. Like I said, you aren't faced with mindless fighters and as you make your way through the world you gain insight into what is happening below the surface. These creatures are at war with each other, so they really cannot be wasting fighters on you all the time.
The supplies you find include herbs that can help slow bleeding or be mixed into a tonic, leather, bones, and sticks. The leather, bones, and sticks can be used to craft a small throwable knife and armour improvements, though armour only has so much durability. You can find much better armour in the world if you explore instead of always pushing forward. Crafting has to take place at the campfires that litter the world of Unto The End, where you can also heal your wounds fully or do some light sparring to practice the combat methods of the game.
Unto The End has been described as a cinematic experience, and it is in a way. While playing it felt like the game had some inspiration from the film The Revenant combined with the atmosphere of games like Limbo. Its 2D art looks really nice with the environments being quite stark, though the times where foreground scenery blocks your view of an encounter are not exactly ideal.
My first run through the game took around five hours, though I missed one or two areas that could extend that a little. It's relatively concise, though some fights can be frustrating and hold you up but the pacing felt perfect.